KEEPER HILL
A Fantasy Core and
D&D 5th Edition Fantasy Ireland Adventure
© Jerry Harris 2016
(This link will take you to the
Fantasy Core Playtest Rules.)
NOBLE LEVEL “THE
JEWELED GARDEN”
The level is generally richly upholstered (rugs, curtains
[even though there weren’t any windows], bedding) and features ornate
furniture. Frescos of the Dwarves’ achievements
fill the corridors and rooms. The level
is shockingly intact for the most part, given what happened. The paint on the walls is flaking with age
and a layer of thick dust has settled over everything. This level is near the top of Keeper Hill. There are water tanks above this level. Now the tanks are empty, except when filled
by occasional downpours. There is
evidence of some minor flooding from leakage in certain areas.
The Dwarf inhabitants on this level were taken almost
completely by surprise by the undead attack.
Powerful undead in the crypt were undetected awakened. Most of the Nobles were in the Opera House,
not enjoying yet another lousy production.
They were trapped, overrun, and converted in short order. Worse, as many of the Nobles had been
partaking of the flesh of the dead during the siege, they became Ghouls in the
death. Dwarf King Braygan (who had excused
himself from the opera that night) rallied a brave, but useless defense against
the undead. The delay did allow Chief
Enchanter Storg to set up a ward, which locked most of the powerful undead into
this level. These undead would fall into
a dormant state of torpor until awoken by the removal of the ward.
NPC Relations
Oh, boy, this could be complicated. The party could be a pretty diverse mix of
conflicting agendas and personalities at this point, and may get much more
volatile over the course of exploring this level. (Remember those 1 XP and Inspiration awards for good role-playing.) Of course again, there’s no telling who’s
alive at this point, so I’ll just run down several possibilities.
Billy wants his locket back, but has no idea where it
is. With any evidence, he’ll stop at
nothing to get it, even making a deal with the Elves. He plans on killing Sid the Troll with his
acid at the most opportune moment. He’s
also pretty sure that “Grey Moon” is in fact the infamous Doppelganger, a well known
mercenary. He wants to know who It’s
working for before killing It. He’ll
make sure “Grey Moon” in on point and always in front of him. In the meantime, they’re worthwhile allies.
Sid knows Billy intends on killing him, but doesn’t think
he’s capable, not knowing about that acid stash. (He will run in a panic as soon as he gets
hit by it.) Sid plans on killing Billy
after they find the treasure and then leaving with as much as he can
carry. He’ll come back with his Orc clan
later to clean it out and take over Keeper Hill. The Doppelganger is looking for an escape,
but really wants a look at whatever treasure might be there, so that It can
report back to his Lord Sogore, who will return in force. It just needs a distraction (like an undead
ambush) and a quick change of form to take off.
Oh, and Sam the Gargoyle is going to sit back and let everyone whack
each other. He’ll access his situation
depending on who’s left and what condition they’re in.
All of these Formorians consider the Characters or the Elves
completely expendable. (Likewise, all the
Formorians are too for story purposes by this point.) However, none of them want to start trouble
with the Sons of Mil or the Tuatha De Danann.
Billy, Sid, or Sam will let them have some treasure and send them on
their way. Billy and Sam still owe the
Characters for helping them clean out their home of undead. Finding Mara and that locket on this level,
however, may put Billy and the Characters directly at odds with each other.
Apollos and the Elves are in it for a share of the possible
loot, but not to the death. Certainly
the centaur is still looking for an escape from the Elves. If wiped out, their Crystal Ball starts
sending a distress signal. Prince
Alex and a squad of Elves will raid Keeper Hill to get the Elves’ bodies
back. (You can set the timing on that as
you will.) Lastly, Sean Robbins the Bard
(who might have actually been part of the party all this time) has been
carefully (and invisibly) trailing the Characters, hoping they’ll find Billy’s
locket (while never helping). If the
locket gets revealed at some point, Sean will pick his moment and make a play
for it. If he can get the locket, he
will call out Nim’s name. His sword will
glow and Sean will disappear.
Undead Tactics
Three Mummies control the undead. They’re not able to control all of them at
the same time, and they’re not tactical geniuses to begin with. Further, the Mummies are not all working with
the same strategy. They also cannot
leave this level, as they are more or less bound to their tombs. During the original invasion, the Mummies and
Wights quickly overran this level and sent forces into the rest of the
complex. The Wights created Zombies out
of the inhabitants, who were sent back to the Mummies, who would turn them into
more Wights. The Dwarves’ Chief
Enchanter Storg managed to craft and deploy a ward stone that blocked the
entrance so that the Wight production stopped.
The Mummies are now working somewhat against each other, taking
control of groups of undead for their own protection (and they’re cowards). So, there’s not going to be any coordination
between the undead this time. Also, the
undead here, except for the Mummies, are fairly weak, but numerous. Don’t worry about conflict though. The most dangerous enemy the party may
ultimately face may be themselves and their differing agendas.
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